public void AbilityStat_NumberOverloadShouldReturnNumber() { AbilityStat abilityStatWithOverload = new AbilityStat(1); int expectedValue = 1; int actualValue = abilityStatWithOverload.AbilityStatValue; Assert.Equal(expectedValue, actualValue); }
public void UpdatePage(AbilityStat stat, float amount) { points.text = "points: " + abilityAdvancement.AbilityPoints.CurrentPoints.ToString(); var statObject = stats.Find(x => x.GetComponent <StatDisplay>().NameText.text == stat.statName); float currentAmount = float.Parse(statObject.GetComponent <StatDisplay>().ValueText.text); statObject.GetComponent <StatDisplay>().ValueText.text = (currentAmount += amount).ToString(); }
public override List <AbilityStat> ReturnStats() { abilitySpeed = ability.AbilitySpeed; cooldown = ability.Cooldown; energy = ability.Energy; healAmount = (ability as RejuvenationConfig).HealAmount; healFrequency = (ability as RejuvenationConfig).HealFrequency; duration = (ability as RejuvenationConfig).Duration; abilityStats.Add(abilitySpeed); abilityStats.Add(cooldown); abilityStats.Add(energy); abilityStats.Add(healAmount); abilityStats.Add(healFrequency); abilityStats.Add(duration); return(abilityStats); }
public override List <AbilityStat> ReturnStats() { attackSpeed = ability.AbilitySpeed; cooldown = ability.Cooldown; energy = ability.Energy; damage = (ability as FireballConfig).Damage; critChance = (ability as FireballConfig).CritChance; critEffect = (ability as FireballConfig).CritEffect; abilityStats.Add(attackSpeed); abilityStats.Add(cooldown); abilityStats.Add(energy); abilityStats.Add(damage); abilityStats.Add(critChance); abilityStats.Add(critEffect); return(abilityStats); }
public override List <AbilityStat> ReturnStats() { abilitySpeed = ability.AbilitySpeed; cooldown = ability.Cooldown; energy = ability.Energy; healAmount = (ability as HealConfig).HealAmount; critChance = (ability as HealConfig).CritChance; critEffect = (ability as HealConfig).CritEffect; abilityStats.Add(abilitySpeed); abilityStats.Add(cooldown); abilityStats.Add(energy); abilityStats.Add(healAmount); abilityStats.Add(critChance); abilityStats.Add(critEffect); return(abilityStats); }
public void GainArtifact(Artifact.Title title) { Artifact artifact = new Artifact(); Artifact.Type type = artifact.GetArtifactType(title); int i = 6; if (type == Artifact.Type.AbilityWeak) { i = 0; if (PlayerAttack.occupied[0]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[0]); } } else if (type == Artifact.Type.AbilityStrong) { i = 1; if (PlayerAttack.occupied[1]) { i = 2; if (PlayerAttack.occupied[2]) { i = 1; artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[1]); } } } else if (type == Artifact.Type.Helmet) { i = 3; if (PlayerAttack.occupied[3]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[3]); } } else if (type == Artifact.Type.Armor) { i = 4; if (PlayerAttack.occupied[4]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[4]); } } else if (type == Artifact.Type.Gauntlet) { i = 5; if (PlayerAttack.occupied[5]) { artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[5]); } } if (i < 6) { PlayerAttack.title[i] = title; PlayerAttack.Abilities[i].GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Artifacts/" + title.ToString()); PlayerAttack.occupied[i] = true; PlayerAttack.description[i] = artifact.GetDescription(title, i); AbilityStat abilityStat = new AbilityStat(); abilityStat.UpdateStat(title, i); PlayerAttack attack = new PlayerAttack(); attack.DisplayAbility(i); } }